Example #1
0
		void Player::Update(float dt) {
			SPADES_MARK_FUNCTION();
			auto* listener = world->GetListener();
			
			MovePlayer(dt);
			
			if(!IsAlive()) {
				// do death cleanup
				blockCursorDragging = false;
			}
			
			if(tool == ToolSpade){
				if(weapInput.primary){
					if(world->GetTime() > nextSpadeTime){
						UseSpade();
						nextSpadeTime = world->GetTime() + GetToolPrimaryDelay();
					}
				}else if(weapInput.secondary){
					if(world->GetTime() > nextDigTime){
						DigWithSpade();
						nextDigTime = world->GetTime() + GetToolSecondaryDelay();
						firstDig = false;
					}
				}
			}else if(tool == ToolBlock && IsLocalPlayer()){
				GameMap::RayCastResult result;
				auto *map = GetWorld()->GetMap();
				result = map->CastRay2(GetEye(), GetFront(), 12);
				canPending = false;
				
				if(blockCursorDragging) {
					// check the starting point is not floating
					auto start = blockCursorDragPos;
					if(map->IsSolidWrapped(start.x-1, start.y, start.z) ||
					   map->IsSolidWrapped(start.x, start.y-1, start.z) ||
					   map->IsSolidWrapped(start.x, start.y, start.z-1) ||
					   map->IsSolidWrapped(start.x+1, start.y, start.z) ||
					   map->IsSolidWrapped(start.x, start.y+1, start.z) ||
					   map->IsSolidWrapped(start.x, start.y, start.z+1)) {
						// still okay
					}else{
						// cannot build; floating
						if(listener &&
						   this == world->GetLocalPlayer()) {
							listener->
							LocalPlayerBuildError(BuildFailureReason::InvalidPosition);
						}
						blockCursorDragging = false;
					}
				}
				
				if(result.hit &&
				   (result.hitBlock + result.normal).z < 62 &&
				   (!OverlapsWithOneBlock(result.hitBlock + result.normal)) &&
				   BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f &&
				   !pendingPlaceBlock){
					
					// Building is possible, and there's no delayed block placement.
					blockCursorActive = true;
					blockCursorPos = result.hitBlock + result.normal;
					
				}else if(pendingPlaceBlock){
					
					// Delayed Block Placement: When player attempts to place a block while jumping and
					// placing block is currently impossible, building will be delayed until it becomes
					// possible, as long as player is airborne.
					if(airborne == false || blockStocks <= 0){
						// player is no longer airborne, or doesn't have a block to place.
						pendingPlaceBlock = false;
						lastSingleBlockBuildSeqDone = true;
						if(blockStocks > 0) {
							// cannot build; invalid position.
						}
					}else if((!OverlapsWithOneBlock(pendingPlaceBlockPos)) &&
							 BoxDistanceToBlock(pendingPlaceBlockPos) < 3.f){
						// now building became possible.
						SPAssert(this == world->GetLocalPlayer());
						
						if(GetWorld()->GetListener())
							GetWorld()->GetListener()->LocalPlayerBlockAction(pendingPlaceBlockPos, BlockActionCreate);
						
						pendingPlaceBlock = false;
						lastSingleBlockBuildSeqDone = true;
						// blockStocks--; decrease when created
						
						nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
					}
					
				}else{
					// Delayed Block Placement can be activated only when the only reason making placement
					// impossible is that block to be placed overlaps with the player's hitbox.
					canPending = result.hit &&
								 (result.hitBlock + result.normal).z < 62 &&
								 BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
					
					blockCursorActive = false;
					int dist = 11;
					for(; dist >= 1 &&
						BoxDistanceToBlock(result.hitBlock + result.normal) > 3.f ; dist--) {
						result = GetWorld()->GetMap()->CastRay2(GetEye(),
																GetFront(),
																dist);
					}
					for(; dist < 12 &&
						BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f ; dist++) {
						result = GetWorld()->GetMap()->CastRay2(GetEye(),
																GetFront(),
																dist);
					}
					
					blockCursorPos = result.hitBlock + result.normal;
				}
				
			}else if(tool == ToolWeapon){
			}else if(tool == ToolGrenade){
				if(holdingGrenade){
					if(world->GetTime() - grenadeTime > 2.9f){
						ThrowGrenade();
					}
				}
			}
		
			if(tool != ToolWeapon)
				weapon->SetShooting(false);
			if(weapon->FrameNext(dt)){
				FireWeapon();
			}
			
			if(weapon->IsReloading()) {
				lastReloadingTime = world->GetTime();
			}else if(reloadingServerSide) {
				// for some reason a server didn't return
				// WeaponReload packet.
				if(world->GetTime() + lastReloadingTime + .8f) {
					reloadingServerSide = false;
					weapon->ForceReloadDone();
				}
			}
		}
Example #2
0
		void Player::Update(float dt) {
			SPADES_MARK_FUNCTION();
			
			MovePlayer(dt);
			if(tool == ToolSpade){
				if(weapInput.primary){
					if(world->GetTime() > nextSpadeTime){
						UseSpade();
						nextSpadeTime = world->GetTime() + GetToolPrimaryDelay();
					}
				}else if(weapInput.secondary){
					if(world->GetTime() > nextDigTime){
						DigWithSpade();
						nextDigTime = world->GetTime() + GetToolSecondaryDelay();
						firstDig = false;
					}
				}
			}else if(tool == ToolBlock){
				GameMap::RayCastResult result;
				result = GetWorld()->GetMap()->CastRay2(GetEye(),
														GetFront(),
														12);
				canPending = false;
				if(result.hit && (result.hitBlock + result.normal).z < 62 &&
				   (!OverlapsWithOneBlock(result.hitBlock + result.normal)) &&
				   BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f &&
				   !pendingPlaceBlock){
					blockCursorActive = true;
					blockCursorPos = result.hitBlock + result.normal;
				}else if(pendingPlaceBlock){
					if(airborne == false || blockStocks <= 0){
						pendingPlaceBlock = false;
					}else if((!OverlapsWithOneBlock(pendingPlaceBlockPos)) &&
							 BoxDistanceToBlock(pendingPlaceBlockPos) < 3.f){
						SPAssert(this == world->GetLocalPlayer());
						
						if(GetWorld()->GetListener())
							GetWorld()->GetListener()->LocalPlayerBlockAction(pendingPlaceBlockPos, BlockActionCreate);
						
						pendingPlaceBlock = false;
						// blockStocks--; decrease when created
						
						nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
					}
				}else{
					canPending = result.hit && (result.hitBlock + result.normal).z < 62 &&
					BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
					blockCursorActive = false;
					blockCursorPos = result.hitBlock + result.normal;
				}
			}else if(tool == ToolWeapon){
			}else if(tool == ToolGrenade){
				if(holdingGrenade){
					if(world->GetTime() - grenadeTime > 2.9f){
						ThrowGrenade();
					}
				}
			}
		
			if(tool != ToolWeapon)
				weapon->SetShooting(false);
			if(weapon->FrameNext(dt)){
				FireWeapon();
			}
			
			if(weapon->IsReloading()) {
				lastReloadingTime = world->GetTime();
			}else if(reloadingServerSide) {
				// for some reason a server didn't return
				// WeaponReload packet.
				if(world->GetTime() + lastReloadingTime + .8f) {
					reloadingServerSide = false;
					weapon->ForceReloadDone();
				}
			}
		}